(English) Play Your Way to Productivity: Using Game Design to Achieve “Flow”

Sun icon with

(English) The Email Game, a productivity game inspired by the linearity of in-game tasks, structures your workday into unit-based sessions, breaking work into manageable units. [자세히 읽기]

(English) Social Games with Words: A Short History of Implementations

(English) Knowing the strengths and weaknesses of a platform is critical to getting the most out of user interface designs for it. [자세히 읽기]

(English) Electric Racer to Promote Literacy: A Game for Two Inter-Generational Players

(English) This study indicated that educational gameplay benefited from clarity around players’ roles, enabling parents’ participation, furthering the learning process for the child players. [자세히 읽기]

(English) Designing Games for
 Non-Gamers: Rapid Prototyping as a Design Methodology

screencap of game

(English) In designing games for non-gamers, provide more clarity in the tutorial and game mechanics and do not to rely on players’ prior digital media expertise. [자세히 읽기]

(English) Multi-screen Games and Beyond: New Dimensions in User Interaction

(English) User experiences, and thus games, evolve with continued interaction with and between screens everywhere. [자세히 읽기]

(English) Simplifying Game Interfaces: Principles for Hiding UI Complexity

screencap of Prince of Persia

(English) Correctly amplifying the microscopic motions of thumbs on a game controller to avoid over-whelming first time players may be achieved through context sensitivity. [자세히 읽기]

(English) Using Biometrics to Reveal Insights into the Player Experience

graph with game points labeled

(English) Biometric sensors, particularly EMG and EEG, help user researchers in understanding digital experiences, gaining insight into how users experience websites. [자세히 읽기]

(English) Playing to Learn: Teaching User Research to Game Design Students

(English) Students of Game Player Experience understand the value of user research first hand by learning good game user experience principles and seeing those principles implemented. [자세히 읽기]

(English) Games in the Real World: Some Characteristics We Can Use

(English) User experience designers capitalize on the gameful attributes of everyday activities, influencing human behavior to promote new kinds of interactions, creating change in the real world. [자세히 읽기]

(English) Looking to Games for the New User Experience: What Other Website Interfaces Can Learn

(English) Games have come a long way since the 1980s when gamers—in the modern video game sense—were a young, fringe lot. [자세히 읽기]

(English) On the Edge: Gaming the User Experience

(English) Game design often seems to turn usability principles upside down: traditional, information-oriented design values the standards of usability, usefulness, and appeal, but game developers start from the other direction and work back. [자세히 읽기]

(English) Another Research Tool (Book Review)

Book cover

(English) A review of Search Analytics for Your Site by Louis Rosenfeld.
Insights about SSA in a practical, straightforward, and enjoyable, with real-world examples. [자세히 읽기]

(English) Editor’s Note: Games, Gameplay,
 and Gamification


(English) Game design has come a long way. Game-conscious UX, whether in traditional games or gamified-applications, will play an important role in the future. [자세히 읽기]

(English) Rubes Cartoon: Upon Bernie’s Arrival

(English) Cartoons from the wild and twisted world of Leigh Rubin, syndicated cartoonist. [자세히 읽기]